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Topic: CoD4 solid script_model spawned |
techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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Category: CoD4 General Posted: Thursday, Mar. 18, 2010 12:22 am |
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Well I'm still going with it:
hil400_crate = some wierd dodgy collision
There are lots of crate models though - Getting each one in radiant so I know what it looks like then putting it in script if it's similar.
edited on Mar. 17, 2010 08:28 pm by techno2sl
The hill 400 crate if I remember rightly was used to block a bunker entrance in the SP level right?
It has a very wierd collision on it which is bumpy |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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_INSANE_ |
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General Member Since: Nov 7, 2008 Posts: 352 Last: Jul 10, 2011 [view latest posts] |
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Category: CoD4 General Posted: Thursday, Mar. 18, 2010 09:56 am |
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I did some testing of my own... it's legit to a certain degree. Basically, the model must have LOD collision... Some stock models have it, some do not. The xmodel exporter shows which ones do and don't. The collision is spawned at the origin of the model, and is only a few units wide... it does not reflect the actual shape of the model... its more just a sphere or something.
Anyway I made a vid testing some models in mp_broadcast.
First is a custom model, the 'predator forcefield' from my mod... which has LOD collision. Second is a Mig29, which is a stock model, having LOD collision. Third is a toilet, which is also a stock model, NOT having LOD collision.
The ones with LOD collision DO spawn a bit of collision at the origin, but that's it.
http://www.xfire.com/video/25029c/ |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD4 General Posted: Thursday, Mar. 18, 2010 10:07 am |
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DemonSeed writes...Quote: Interesting that neither Brax nor MattY have shown us this on a stock map with a stock model.
Also pluXy spawned solid model, now i have tried turret with stock map and it was working.
Also 90% of cod4 models doesn't have high collision lod, that means you need to recompile model to make setcontents() working. Thats why most models are clipped on stock cod4 maps.
Demon we aren't talking about 2007 year, and there is now decompiler for models.
DemonSeed writes...Quote: I'll repeat - this whole thread started off with Brax claiming you could dynamically spawn a model - ANY model - and make it solid. When i said "you could dynamically spawn a model - ANY model - and make it solid" ? You wasn't reading my post.
BraX writes...
Quote: 1. Make sure your custom model got HIGH COLLISION LOD. |
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techno2sl |
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General Member Since: Aug 5, 2004 Posts: 2977 Last: Oct 14, 2010 [view latest posts] |
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Category: CoD4 General Posted: Thursday, Mar. 18, 2010 10:24 am |
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BraX writes...Quote:
Also pluXy spawned solid model, now i have tried turret with stock map and it was working.
Also 90% of cod4 models doesn't have high collision lod, that means you need to recompile model to make setcontents() working. Thats why most models are clipped on stock cod4 maps.
Demon we aren't talking about 2007 year, and there is now decompiler for models.
Should have told us the model name Brax, probably would have shortened this topic to about 3 pages.
It's bizarre that any stock models would have high coll lod apart from maybe a giant crane. Such small crates I would have thought would be problematic. For instance lots of levels in CODWAW hit the max model limits and it has to calculate which one not to draw which uses up valuable CPU power but if you added just one of these crates to any maxed out area it would affect ALL maxed out portal zones. |
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_INSANE_ |
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General Member Since: Nov 7, 2008 Posts: 352 Last: Jul 10, 2011 [view latest posts] |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD4 General Posted: Thursday, Mar. 18, 2010 11:50 am |
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_INSANE_ writes...Quote: I dont believe this is to do with drawing lod.... I was talking about high collision lod and thats diference. |
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_INSANE_ |
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General Member Since: Nov 7, 2008 Posts: 352 Last: Jul 10, 2011 [view latest posts] |
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.KiLL3R. |
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General Member Since: Oct 26, 2006 Posts: 1437 Last: Jul 3, 2017 [view latest posts] |
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BraX |
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General Member Since: Apr 29, 2008 Posts: 413 Last: May 26, 2012 [view latest posts] |
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Category: CoD4 General Posted: Thursday, Mar. 18, 2010 03:57 pm |
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.KiLL3R. writes...Quote: Hmm, so by the looks of it, BraX is using the tiny little sphere at the origin of the model as dynamic player collision, I guess this won't work well with large models then.
Ye, it its a collision box 24x24x16 i think, its good for small models, ex. turret. |
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